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1995 called. They want their Doom levels back.


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2 hours ago, Rainne said:

  Visplane Explorer - Drawsegs menu.PNG

 

Oh! Thank you!

 

Also, Thank you! That's very kind of you to say- I do try. And I will now be able to try more skillfully, or at least more well-informed.. uh.. ~ly, thanks to the Drawsegs Exploring! I will try that out first thing this evening when I dive back in :3 

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Tiny Update.

 

Long day, only little time to do some editing.. so there's just one small "before and during" (with the "during" still very much in progress). 

 

I didn't want to not post an update today, though, so.. here you go!

 

e1m6h3a.png > e1m6h3b.png

I moved a structure that was previously secluded and instead integrated it into this "end of sorts"..

 

..the integration of that structure (with that teleporter, in the back) is so that you can see what might come later..

 

..although that kind of breaks with the idea that it should always feel like you "reached the end" when you find the key you needed.

 

Hmm.. I suppose more thinking will have to go into this.

 

However I like how it looks already even though it's far from done.

 

 

"Side Mission":

 

Thanks again @Rainne for pointing me towards the "Drawsegs" subsection of the Visplane Explorer mode :3 I went back to validate what I had suspected / seen / found out after I already published the "beta" of E1M1:

 

drawsegs.png

Eww. However, this proved my suspicion. And it's so much easier than manual testing ^^;

 

This will come in handy later on ^^;

But for now: Goodnight!

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One small addition..

"E1M1 throwback"

 

Now that I know which area(s) are the actual hotspots for "too many segs" (and E1M1 has many, though most of them outside of the reachable grounds).. I was confident enough to briefly revisit E1M1 and add the initially planned transition (or implication thereof) to E1M2. I included the "boat" from the arrival area of E1M2, behind a sealed door (only open for the screenshot)..

 

e1m1-pass2.png

Would you be tempted to jump out there?

 

I'll also add an "exit" sign there (probably on the left of the door, in a small recession).. but yeah, it's good to know that this direction / angle is safe.

 

That said, though: I will likely change the initial arrival area around a whole bit (because it's just too close to the limits) ..and then make it so that this (the view from the screenshot) might not be the direction in which you leave. Instead, the central lift might have an additional way to exit (which you unlock from the upper level). My idea was (pretty early on already, actually), to have the player exit across the loading platform which you can already see when the level starts. If you know the level you might know what I mean ^^;

 

All this will come later, though. When I clean up the "beta" versions before release. I just wanted to do a little "proof" for myself, I guess :) 

 

Goodnight (again)!

Edited by Zylinderkatze

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What are these amazing levels doing in this amazing and wholesome thread? I was amused by the title a while ago around the time when this thread first started, and just now I decided to check this again and I was surprised with not only more cool levels, but I was also able to follow this (dare say "cute?") cozy thread that has you going into detail, chronologizing your changes, thoughts and even posting about concepts and papers you've written that showed your brainstorming. Please keep it up! :)

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7 hours ago, UndeadRyker said:

Please keep it up! :)

 

Aww.. thank you, @UndeadRyker.. talk about wholesome. You just added to the wholesomeness!

 

I appreciate the vote of confidence and the validation. I do strive for "amazing".. but really, I am just enjoying the ride. I'll settle for "good" ^^; 

 

I'm glad that the thread feels cozy to you- I think that's partially because this project is something I care about- and, as Rainne said, am putting a lot of love into.

 

I absolutely do not mind if you dare call it cute. I embrace the cute. Besides, there's no rule that something can't be cute and sometimes also vicious. Just look at cats xD

 

Conclusion: My Doom Levels are like cats.

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Even tinier update..?

 

Some progress on the "end room" I mentioned on Wednesday: It now does not show you the level you get to later.. I closed that off with wooden panels. But it does hint that there might be something there. Playing the level you might just think "I'm sure those wooden skull things open up when I pick up the key and there will be an ambush".. only then when you do, they don't. They don't.

 

e1m6h3c.png

I'm so satisfied with where this is going.. it's not even funny ^^;

 

You will return to this section later on and it will all be different.. and then it will become even more different when you make your way through it. 

 

I have a bunch of ideas and stuff that I already prepared.. but hid for this screenshot }:3 

 

You will just have to take my word for it. Trust me!  () :3

 

I'm actually glad that I am reusing almost everything from the original level (only with a whole new twist). Because there was a lot of promise in it already, only sadly with a rather sloppy execution. I am working on fixing that now.

 

Also, a few of the "sound-tunneled".. uhm.. monster crannies(?) from the original level are pretty neat.. they are situated so that the monsters actually try to attack you (before they walk into the teleporting line). However since they are Imps (and Cacos ^^) and the slits are too narrow to shoot through, you "only" get the.. questionable treat of an audible teasing of things to come. That's maybe just a little thing but it actually.. delighted me, in some sick way xD

 

I feel as though this level might actually end up being (becoming) one of the better ones of the episode.

 

But not now. Now I must go to sleep. Or at least stop mapping until tomorrow xD

 

Bye for now!

Edited by Zylinderkatze

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On 8/13/2020 at 10:31 PM, Zylinderkatze said:

I.. have no idea what you're talking about.

 

>_>

 

<_<

 

Tomatoes.

I'm clearly talking about tomatoes.

... oh hey look, an obvious distraction!

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Turn and face the strain~

 

So! A little interior change this time. Actually, a big change. A color shift, more light variation, and so on.

 

e1m6i1a.png > e1m6i1b.png

To be fair, the "original" (old) version had its charme. I might go back and simplify the current version again.

 

I kind of like how the wood-and-metal framed ceiling light turned out.. but if that ends up being the only reason not to "sensibly re-simplify" this, I'll still do it.

 

Just wanted to post an update.. though obviously I did a lot more on this level today than just this area / room.

 

I also fiddled a lot with interactive elements, and the way some doors, closets, etc. open up.

 

More details later.. or I'll just leave it for your to discover :3

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Not sure what to think about the green marble for the key pedestal. The brown and gray go together pretty well, this kinda feels out of place..?

 

ED: @LiT_gam3r's comment below made me realize aside of hopefully friendly ribbing I haven't really said anything positive in this thread yet.

I'm seriously in love with your "creation blog" type approach here, it's what I enjoy very much across genres and topics (e.g. Doc Nickel's workshop machine rebuild threads).

I'm also very impressed that you kept your passion and interest in this for so many years, to really cool results.

Keep meowing on, aright? :)

Edited by wrkq

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31 minutes ago, wrkq said:

Not sure what to think about the green marble for the key pedestal. The brown and gray go together pretty well, this kinda feels out of place..?

 

Your opinion and impression are both totally valid and welcome! As I said, I wasn't completely satisfied with it and was thinking about going back in for a "middle ground" kind of approach.. and I was just about to post it xD

 

So.. yeah- no worries! I have been on the internet long enough to know where this is going ~to know that often people just post their unfiltered thoughts or first impressions ..without background or detail about the train of thought that lead them there. And your post was far from that, actually. You gave decent detail, without any unreasonable harshness.. so.. totally no harm done. But thank you for the edit and the pleasant addendum! :)

 

As a treat of sorts, here's the overhauled version!

 

e1m6i1c.png

Neo Retro?

 

Pulled down the ceiling above the pedestal again and removed the green.. but also the slightly more detailed ceiling light. 

 

It feels better to me, now. Less unnecessary accents :)


Neat? Neat.

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More "detailing"

 

Before I go to bed, here's another "before" and.. "during / after / current":

 

e1m6i2a.png > e1m6i2b.png

Not quite sure about the GSTSATYR. It kind of fits but it's not really.. necessary.

 

I'm on my way to bed now though, so just pictures this time xD

 

Goodnight!

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The brown pedestal fits a lot better.
The framed light was good but the plainer light ain't bad either. Whichever you like. :)

 

The second pair of screenshots, I think the green satyrs actually help to make the green altar and ceiling feel fit in.
"One green thing in a brown room" vs "a brown-and-green room". :)

 

Which probably would also work for the red key area - could add a few more green details there to counterbalance. :)

 

Thanks for sharing, and well... schlaf gut! :)

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17 hours ago, wrkq said:

The framed light was good but the plainer light ain't bad either. Whichever you like. :)

I saved it to a scrap WAD, maybe I'll use it later ^^

 

17 hours ago, wrkq said:

"One green thing in a brown room" vs "a brown-and-green room"

Yeah that's what I thought as well.. since this room only had "1 1/2 themes" to begin with (brown and a little bit of marble), adding a little more marble doesn't hurt. Unlike the other room which already had brown and stone. 

 

17 hours ago, wrkq said:

could add a few more green details there to counterbalance

I'm keeping it "muted" for the time being but you're right :) Let's see where this goes as I progress.

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2 hours ago, Zylinderkatze said:

..the teleporter seems to be broken :(

That's one quite neat implementation of a broken teleporter I've ever seen. I know your effort is a huge one. ;)

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1 hour ago, InDOOMnesia said:

That's one quite neat implementation of a broken teleporter I've ever seen. I know your effort is a huge one. ;)

 

I am really running with the "blood powered teleporter technology" idea that I had a few days ago.. I'm not yet completely sure how I'll tie it together.. but basically.. why not add some blood magic to my levels? ^^;

 

This was just a teleporter that I didn't really want the player to use as a way back (in the original version the lines of the teleporter just link right back to their own sector.. and I don't think that was an error). So I just went with it and had some fun ^^

 

I might still make it so that the teleporter plate on the ceiling is broken in different ways than the one at the bottom (or maybe not broken at all) but it looks good as an initial approach, I'd say :)

 

I like to give reason / cues as to why some stuff might not be working- or why things behave a certain way.

 

I'm glad you like it! c:

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Last update for today!

 

As an addition to the previous message regarding the broken teleporter arrival, this is the teleporter you use to get there:

 

e1m6i4.png

Must've eaten something bad.

 

I do have ideas on where all this blood comes from, too, actually. That already kind of existed in the old versions of the previous level and this one. But there's no.. distinct scene / set piece that shows the act of the blood retrieval. 

 

I'll have to remember to include it because it's.. a little macabre.

 

Gute Nac~ ..good night!

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Just checking in. You've made some significant progress and the atmosphere almost radiates from those screenshots.

 

Keep the updates coming Zylin and -as always- best of luck.

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"Mistakes were made"

 

So I decided to "turn my level upright".. and of course some of the previously joined sectors lost their connection. But it's not that bad because I am still testing the (inter)actions in the level anyways.. I'm far from done. better to do it now than shortly before the end.

 

e1m6j1.png

It's much easier to see faces in it now, too. OuO

 

The reason I did it is.. well.. because I didn't know why some of the level was running north-south and the main part of the level was running east-west.. I don't think there was a reason other than confusing the player? I'll save that for a later map xD

 

There's still a BUNCH of loose ends, too. In the above map cutout, the two passages that go off to the left and right (pretty much in the middle of the image) ..those are still old and very "meh". Also, there's a lot more passages that will connect the existing areas in there. Also also, this is the Automap View.. not everything is vissible on it x3

 

I'm now heading into the game to see how many sectors I forgot to re-join ^^; 

Edited by Zylinderkatze

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Small textual update.

 

Sorry no pics this time.

So I guess it didn't happen?

 

A lot of new ideas on how to connect some parts that had previously lacked a smart and/or playful progression. It's going in a good direction now :) But I still need to test it in game. So far it's all very theoretical.

 

Also, I simplified some parts, joined some more previously joined sectors (that got split up during the rotation) and changed some monster teleportation targets.

 

I am still not 100% satisfied with the types of monsters that I am currently using in some spots.. there's a room with Lost Souls that might make more sense with.. well.. with what? I'll gauge it during further playtesting but not now. It's already late ^^;

 

Good night!

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6 hours ago, wrkq said:

Relax, enjoy your weekend. You don't have to work on these every day you know? :)

 

Replax? NO! NEVER!

 

I mean.. uhm.. making Doom levels is how I relax and enjoy my weekends xD

 

I'm back in it now.. I might've just died a few times because I got surprised by my own traps.. I think I am on a good way xD

 

Also, I am at the point where.. when at first I thought I had too many Sargeants (= too many shotguns) I am now running out of ammo, while the dead Sargeants are laying there dead with their weapons, just out of reach. 

 

Delectably evil.

 

Still some missing connections but it's getting better every day.

 

And! I managed to actually make the concept work of where you have two directions to go and regardless of which one you take, the other one turns into your way back. It's a simple concept (closing off the path you choose after you went through it, while each passage works both ways so it doesn't matter which one you choose) but I hadn't used it before. 

 

Unfortunately, the point at which is closes off is a potential point of failure if you walk back and stop the door from closing, the passage stays open.. but I figured it's better that way than to give you the chance to accidentially close off both passages.

 

Besides, I am still in the process of "finetuning" some bits and adding flavor, so I might come up with (even) better ways to do this.

 

So far, it all works quite well :3

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2 minutes ago, Zylinderkatze said:

Replax

- the best selling paste for RESTORING plaque onto your teeth!

 

4 minutes ago, Zylinderkatze said:

So far, it all works quite well :3

dis_gon_b_gud.gif :)

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11 minutes ago, wrkq said:

the best selling paste for RESTORING plaque onto your teeth!


Sad.. now I can't go back and fix my typo. Might as well embrace it, then :D 

 

Replax Forte. Now with real bone marrow.

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